Interactive toy dressing system

ABSTRACT

Systems and methods for providing an interactive toy dressing system. The system is designed to provide not only coordinating toy outfit purchasing advice, but can provide a play environment which assists users in determining coordinating clothing options that are available, and locating them for purchase.

CROSS REFERENCE TO RELATED APPLICATION(S)

This application claims the benefit of U.S. Provisional PatentApplication Ser. No. 61/697,530 filed Sep. 6, 2012, the entiredisclosure of which is incorporated herein by reference.

BACKGROUND

1. Field of the Invention

This disclosure relates to systems and methods for providing for aninteractive matching or dressing system, particularly for providingclothing for plush toys, that utilizes an interactive interface toprovide outfit coordination and matching advice.

2. Description of Related Art

As the world has become more advanced, virtually every aspect of humanexistence has incorporated new technologies. In many respects, toys havebeen around for much of recorded human history and are generally objectsused for play to train children for future life which are often designedto be versions of objects used by adults. Because toys are oftendesigned to teach intended behavior, toys have changed as the world haschanged to allow for children to play with objects that have becomecommonplace.

In the last 15 years, the manufacturing process of toys has becomeadditionally personalized through the advent of toy stores where the toyis not just purchased off of a rack, but is, at least partially,manufactured by the user himself or herself. One such type of store isthe Build-a-Bear Workshop™ store where a person can construct a plushtoy from various provided components such as a shell and stuffing. Partof the entertainment value of the toy is the ability of the user to bepart of the toy's process of manufacture. In these types of on-demandand self-service manufacturing methodologies, the user is present forthe toy's creation and construction, and the toy is often morepersonalized because the user has made personal decisions about thedesign of the toy. This can include decisions as to the toy's design andwhat additional components or functionality it includes.

In effect, the toy becomes more capable of reflecting the toy's ownerbecause its owner is also, in many respects, its creator and builder.This is beneficial both for children in making customized toys and fortoys which are given to the child. The latter results in the toy oftenhaving a more personal connection as it is associated by the child withthe person who made and gave the toy to the child because of thepersonalization. Further, the very process of building a toy is “play”which emulates modern manufacturing and construction techniques and canprovide entertainment and learning as well. Further, toy stores are alsoincreasingly becoming play destinations where the toy is viewed as a“friend” or “companion” allowed to take part in the child's activitiesinstead of an inanimate object.

Personalization and anthropomorphism of toys by children as part oftheir play is not new. The “reality” of toys as things other thaninanimate objects has been fertile ground for children's literature andentertainment for many years and virtually every child, at some time,sees a toy as more than just an object. It has long been recognized thatchildren have a more difficult time separating fantasy from reality thanadults and, therefore, such anthropomorphism is easily understood.Further, anthropomorphism of toys can allow a parent to use a child'simagination to assist in dealing with problems created by a child'simagination. Child-rearing books are filled with examples of using achild's plush toy, and a child's imagination, as a powerful hero thatcan defend the child from a child's imagined “monsters under the bed.”

Particularly when it comes to plush toys, the desire of children toanthropomorphize the toys can be strong. Such toys are very oftencomfort objects for children and are often used to calm and reassurechildren. A teddy bear going through an X-ray scanner prior to a childis a common image. Thus, there is often a natural push that plush toysare seen by children as real “people”. This particular anthropomorphism,and the specificity with which it is associated with a particular plushtoy, leads to a need for play stations and a toy assembly workshop wherethe particular plush toy, regardless of its construction, is able tointeract with the play environment as a “person” instead of a “thing”.

Part of the anthropomorphism of a toy, and particularly a plush toy, isto dress it. A toy such as a doll which is representative of a humanfigure is logically dressed as, in most cultures, humans are regularlyclothed and the doll is supposed to represent a human. Learning to dressand feed an infant by dressing and feeding a doll designed to representan infant fits the purpose of the toy as an object for children to learnbehaviors they will use as adults. Even adults learning to care forinfants are regularly provided with an infant doll in childbearingclasses to get used to how to hold and carry an infant. Similarly, adoll representing a child or adult in specific situations (for example,a soldier, ballerina, or fireman) helps teach children where componentsof clothing are worn, specifics and uses of different clothing types,how to recognize individuals in certain professions, and how tocoordinate outfits. This all fits with the educational purpose of toysto teach certain forms of behavior.

There is not so clear an educational reason, however, for clothing aplush toy animal (such as, but not limited to, a teddy bear, dog, cat,or monkey). While these toys often have a vaguely human shape and areoften quite different in appearance from their animal worldcounterparts, these animals generally do not wear clothes in anycircumstance outside of the toy realm. Further, while the anatomicsimilarity between many teddy bears and a human is undeniable, theability of a person to be able to correctly clothe a teddy bear providesonly some of the same teaching benefit as clothing a human doll.

Instead of being a training tool for correct dressing and child care,the clothing of plush toys is often to provide for them having a moreindividualized personality, reflect the personality of the toy's owner,and to provide for increased anthropomorphism of the toy to the owner.It is easier to see a teddy bear as a “real” superhero when they aredressed like a superhero with whom the child is familiar from comicbooks or television programs. Similarly, clothing of a toy can allow thetoy to play “dress up” with the child. The plush toy can also take aparticular role based upon its clothing, allowing for them to be aplaymate. For example, a teddy bear can get dressed in a dress for a teaparty or can get dressed as a fireman to rescue a second plush animalfrom a burning bookcase.

The purchase of clothing for a toy can, however, be a challenge for aparent, guardian, or grandparent. Many times, clothing for plush animalsis licensed so that it allows the toy to specifically resemble a chosencharacter from television, movies, or books. Further, many clothingitems are designed to go together to create a coherent outfit. However,a parent may not be entirely familiar with the subject matter that isbeing licensed and how the outfits are supposed to coordinate. Theparent may not know that the child's desired character is the one thatwears red shoes, not the one that wears blue shoes and inadvertentlypurchase parts of two different outfits when the child is interested inparticular one. As any parent knows, such a fashion faux pas can resultin a great deal of drama.

Further, even if the parent knows what they are looking for, or thechild is present and can make sure there are no major mistakes frommisunderstanding a desired outfit, locating the desired clothing from aplush toy clothing rack can in and of itself be difficult. Plush toyclothing today often does not involve a single item, but, much like realclothing, involves an entire outfit and coordinating accessories thatare sold individually instead of as a complete package. This providesfor multiple price points and the ability to mix and match if the childdesires, but can increase the chance that a coordinating item is notreadily found or frustrate the child and parent in trying to find itemsthat match.

Thus, even if a parent has the shirt, they may not be able to findmatching pants on the rack. As plush toy clothing becomes moresophisticated, the number of components can go up and the number ofpossible ways to coordinate them can go up as well making the ability tofigure out coordinating outfits all the more difficult.

SUMMARY

Because of these and other problems in the art, described herein, amongother things, are systems and methods for providing an interactive toydressing system. The system is designed to provide not only coordinatingtoy outfit purchasing advice, but can provide a play environment whichassists users in determining coordinating clothing options that areavailable, and locating them for purchase. In this way, a user can bepleased that the outfit they selected looks coherent, coordinated, andstylish.

There is described herein, an interactive dressing system comprising: ascreen; a scanner; and a plush toy; wherein, the scanner identifies theplush toy; and wherein, based on the identification, the screen displaysa corresponding outfit for the plush toy.

In an embodiment of the interactive dressing system, the scannercomprises a bar code reader.

In an embodiment of the interactive dressing system, the scanneridentifies the plush toy by scanning a bar code on a tag attached to theplush toy.

In an embodiment of the interactive dressing system, the screencomprises a touchscreen.

In an embodiment of the interactive dressing system, the screen displaycomprises one of a plurality of displays which may be selected via thetouchscreen.

In an embodiment of the interactive dressing system, the screen displaydisplays the plush toy in the outfit.

In an embodiment, the interactive dressing system further comprises ahousing for the screen.

In an embodiment of the interactive dressing system, the housing isshaped as an armoire.

In an embodiment of the interactive dressing system, the screen is partof a mobile phone.

In an embodiment of the interactive dressing system, the scannercomprises a camera.

There is also described herein an interactive dressing systemcomprising: a screen; a scanner; and an initial item of clothing for aplush toy; wherein, the scanner identifies the item of clothing; andwherein, based on the identification, the screen displays at least oneadditional item of clothing.

In an embodiment of the interactive dressing system, the at least oneadditional item of clothing is part of an outfit of which the initialitem of clothing is also a part.

In an embodiment of the interactive dressing system, the at least oneadditional item of clothing is selected to be displayed because the atleast one additional item of clothing has been recently sold with theinitial item of clothing.

In an embodiment of the interactive dressing system, the at least oneadditional item of clothing and the initial item of clothing aredisplayed on a plush toy.

In an embodiment, the interactive dressing system further comprises: aplush toy; wherein the plush toy is also identified by the scanner; andwherein the at least one additional item of clothing and the initialitem of clothing are displayed on the plush toy.

In an embodiment of the interactive dressing system, the scannercomprises a bar code reader.

In an embodiment of the interactive dressing system, the scanneridentifies the initial item of clothing by scanning a bar code on a tagattached to the initial item of clothing.

In an embodiment of the interactive dressing system, the screencomprises a touchscreen.

In an embodiment of the interactive dressing system, the additional itemof clothing can be purchased from the screen.

In an embodiment of the interactive dressing system, the additional itemof clothing can be identified in an electronic communication sent fromthe screen.

BRIEF DESCRIPTION OF THE DRAWINGS

For a better understanding of the embodiments described herein and toshow more clearly how they may be carried into effect, reference willnow be made, by way of example only, to the accompanying drawings whichshow at least one exemplary embodiment.

FIG. 1 provides a perspective view of an embodiment of an interactivetoy dressing system.

FIG. 2 provides an embodiment of a screenshot of a model toy dressed ina sample outfit.

FIG. 3 provides an embodiment of a screenshot of a scroll or browsefunction.

FIG. 4 provides an embodiment of a screenshot of an outfit selectionfunction.

FIG. 5 provides an embodiment of a screenshot of a view of outfitcomponents.

FIG. 6 provides an embodiment of a screenshot of an item selectionfunction.

FIG. 7 provides an embodiment of a screenshot of an item detail screen.

FIG. 8 provides an embodiment of a screenshot of an item scan matchshowing a model toy.

FIG. 9 provides an embodiment of a screenshot of an outfit selectionfunction coming from an item scan match.

FIG. 10 provides an embodiment of a screenshot of outfit componentsmatching a scanned item.

FIG. 11 provides an embodiment of a screenshot of an item detail screenincluding a future recall section.

FIG. 12 provides an embodiment of a screenshot of a coordinating outfitselection from a toy scan.

FIG. 13 provides a printout of a personalized clothing wishlist.

DESCRIPTION OF THE PREFERRED EMBODIMENTS

FIG. 1 provides an embodiment of a dressing system (100) which isdesigned to resemble an armoire or other piece of furniture whereclothing is traditionally stored and selected. This is not required, butcan assist in the play value of the dressing system (100) by linking itto fashion and clothing. The dressing system (100) will generally bepositioned in a retail environment in close proximity to racks ofclothing for toys. This may be as part of an interactive toy assemblyworkshop such as, but not limited to, that described in U.S. ProvisionalPatent Application Ser. No. 61/684,420, the entire disclosure of whichis herein incorporated by reference, or may be part of a moretraditional retail store.

The dressing system (100) will generally comprise a computer havingvarious pieces of computer hardware including, but not limited to,digital processors, display devices, input devices, local storage, andcommunication hardware, which hardware is effectively concealed in thestation to enhance seamless data collection and eliminate the need toutilize traditional computer interface tools to the extent possible. Thecomputer at the dressing system (100) may be in communication with otherstations in the workshop or retail environment and may be incommunication with remote computing tools such as storage devices andmore powerful network machines in a manner well known to those ofordinary skill. They may also be in communication with other networkssuch as, but not limited to, the Internet. These types of networks ofcomputers are well understood by those of ordinary skill. In analternative embodiment, the dressing system computer can comprise amobile device or client computer with the dressing system being providedin software functionality as a mobile “app” or Internet basedapplication.

The embodiment of the dressing system (100) shown in FIG. 1 (which isdesigned for use in a retail environment) includes functional componentsof an armoire including a hook (103) which may be used to storeaccessories a user has already picked out prior to purchase, and amirror (105). These are not required but can be useful to provide for anenhanced reality experience where the digital content provided by thedressing system (100) is integrated with “hands on” components. In thiscase, the mirror (105), for example, can be used to view the plush toy(53) after it is dressed, in the same manner as a dressing room, and thehook can be used to hold hangers and related items while the plush toy(53) is dressed so it is not necessary for the user to place these backon clothing racks.

The dressing system (100) will generally comprise a screen (101), which,in the depicted embodiment, is a touch screen to provide for asimplified digital interface and can also include speakers to providefor sound. It is preferred that the dressing system (100) have contentrunning at all times on the screen (101) to provide for a pleasantappearance and to eliminate the appearance of the screen (101) as a“black void” when not in use. Further, this can enhance the recognitionthat the touchscreen (101) is an interface device. The content presentedmay be simple digital advertising, may provide for a welcome type ofscreen, may provide a sampling of functional screens, or may provide astatic display indicative of the object that the dressing system (100)represents.

The dressing system (100) may include a scanner (307) for reading amachine readable indicia such as, but not limited to, a standard 2-D barcode, a 3-D bar code, a QR code, or any other machine readable code. Thescanner (307) can be used to allow for the dressing system (100)computer and any associated network, to take in information from a userand to identify an object provided to it in a concise fashion.Alternatively, other identification methods, such as identification ofimages through a camera interface as particular objects couldalternatively or additionally be used. This information may come from avariety of forms. In the most basic format, the scanner (307) is capableof reading information about a toy (53) or item of clothing by scanninga hang tag or other indicator which allows for information about the toy(53) to be transferred to the dressing system (100). The scanner (307),however, may also be used for enhanced marketing or user detection.

In an embodiment, the scanner (307) may be used outside of toys (53) formarketing. Users may be provided with marketing mailers, emails, orother content which may include a machine readable indicia. Thismaterial could be to promote a certain item, provided as a reward, or torecognize an event (such as, but not limited to, a birthday). Thecontent could be brought in and scanned by the user (e.g., from a paperprintout or from a screen display on an item such as, but not limitedto, a smartphone).

Upon scanning, the dressing system (100) could present individualized orsemi-individualized content. For example, for birthday related content,the dressing system (100) could provide birthday related imagery andwish the user a “happy birthday.” This content is semi-individualizedas, while it acknowledges a specific event related to that user, it isnot specific to that user and any user with birthday content couldreceive the identical message. In personalized content, the specificbirthdate or user's name could be displayed so that message is not thesame for all birthdays, but specific to that user.

In a still further embodiment, the dressing system (100) could react toa frequent purchaser card being scanned. This could allow for specificinformation about the user to be displayed and the enhanced realityfunction to interact with the user individually. For example, the user'sname could be displayed or the dressing system could inquire as towhether an outfit is being sought for a particular toy (53) the userpreviously purchased, or if matching items to a previously purchasedclothing item are desired. If the answer is yes, the pre-purchased toy'savatar imagery could be located and used in future queries or matchescould be automatically retrieved.

As indicated, in most cases, the scanner (307) will be used to provideinformation based upon a user's current intended purchase of clothes fora plush toy (53). As such, the dressing system (100) will generally acton three different potential sources of information. In the first,nothing is scanned (FIGS. 2-7) but the dressing system will stillinteract with a user. In the second, an article of clothing is scanned(FIGS. 8-11), or otherwise identified to the dressing system (100),which implies that the user is looking for other articles coordinatingwith that one. In the third mode, a plush toy (53) is scanned (FIG. 12),or otherwise identified to the dressing system (100), implying the useris looking for dressing suggestions for that toy (53). It should berecognized that these three modes are all similar, in that the goal isto help the user obtain a matching coordinated outfit. However, thesethree modes of operation will be discussed individually as they canprovide slightly different forms of information to the user.

The first mode of operation will be where a user has not scanned anyitems at the dressing system (100) but the dressing system (100) isintended to interact with the user. This mode of operation may be theone used as a default with the dressing system (100) operating in thismode unless and until something is scanned or identified. Alternatively,this mode of operation may initiate when a sleep, or similar, mode isended, for example, by a user touching the screen (101).

In this mode, which is called “model mode,” the dressing system (100)will generally provide for a variety of outfits which can be selectedand have further information obtained on them as a general “fashionshow”. Generally, the model mode will run with an image of a toy (53),which is dressed in an entire coordinating outfit (55) (a “model”) asshown in FIG. 2. It is important to recognize that, in model mode, thetoy images (153) are selected based upon decisions of the operator ofthe dressing system (100) and not really the user of the dressingsystem. Thus, the images (153) provided can be of wholly coordinatedsystems where a plush toy (53), and the outfit (55), change as differentmodels are considered. In this arrangement, the model may have nooverlap with the specific plush toy (53) for which the user isattempting to locate an outfit (55).

In the embodiment shown in FIG. 2, the outfit (55) and toy (53) makingup the image (153) will generally be selected based upon externalfactors. For example, the display shown would be appropriate in thesummertime (as the shirt is short-sleeved and the outfit includesshorts). Further, factors such as external events may also influence thechoice of outfit (55) shown. In the case of FIG. 2, the proximity to thegames of the XXX Olympiad could potentially influence interest inBritish themed clothing as could having the dressing system (100) in anarea of London frequented by tourists with children.

In the embodiment of FIG. 2, the clothing outfit (55) is shown on aplush toy (53). This provides for a better indication of how the outfit(55) will look in use than simply providing a picture of it. It alsoprovides an indication of the result when the entire outfit ispurchased. As no specific plush toy (53) has been specified (scanned) inmodel mode, the plush toy (53) shown with the clothing (55) willgenerally be selected from available plush toys (53) and may be selectedas it works particularly well with, or coordinates with, the particularoutfit (55) the plush toy (53) is shown wearing. The plush toy (53) mayalso be selected because it is a newly released toy. For example, inFIG. 2, a lighter colored toy (53) works better with this particularoutfit (55) which is predominantly dark colored.

While a single toy (53) and outfit (55) are shown on the screen in FIG.2, the user is intended to advance through or browse different screens,such as by swiping the screen (101), to obtain another image (153) of anoutfit (55) and plush toy (53) combination. An embodiment of suchadvancing or browsing is shown in FIG. 3. This model mode allows thedressing system (100) to operate in the form of a fashion catalog orfashion show where clothing is provided on models which serve to enhancethe clothing's appearance, but which models do not necessarily reflectthe way it will appear when placed on a different plush toy (53).

Once a user has found a particular image (153) they find appealing andan outfit (55) they want more information on, the user can select thatparticular image as shown in FIG. 4, and, in this case, by tapping thescreen. Generally, the user would select the image (153) because itincludes an outfit (55) they are interested in acquiring. Upon theselection being processed, the screenshot of FIG. 5 can be provided. Thescreenshot of FIG. 5 moves from an image (153) which is modeling theclothing, to an image (155) which is a component view or breakdown ofall the clothing items that are a part of the selected outfit (55) alongwith descriptions and pricing information. It should be apparent thatdescriptions and pricing may not be provided in an alternativeembodiment, but may be provided in an embodiment to allow for budgeting.

As the clothing outfit (55) may be seen as a coherent whole based on thedisplay on the model image (153), it should be recognized that theoutfit (55) components may be titled to show that they go together. Theembodiment of this screen then generally provides a user of the cost ofa total outfit, along with the components used to create it. FIG. 5 alsoincludes an avatar image (161) of a toy. In this embodiment, the avatarimage (161) shows the same toy (53) and clothing (55) as the model image(153) that was selected. Thus, the user can see how the particulararticles of clothing are arranged on the model.

In order to get more detail on any particular clothing item, a user mayindicate a particular article of clothing, for example, indicating theshorts (166) shown in FIG. 6, and that indication can load a detailscreen (157) with more information about that particular item (166) asshown in FIG. 7. When a particular item (166) has been selected,additional functionality may be provided including a future recalloption as discussed in conjunction with FIG. 11. In an alternativeembodiment, location information for that particular item may beprovided or an online electronic ordering system may be provided.

In an embodiment, once a particular item has been selected, the dressingsystem (100) can interact with inventory control or other software toprovide an indication of where an item is. For example, in conjunctionwith the particular shorts (166) selected, the system may indicate aparticular location in the store where the shorts (166) can be located.For example, if the clothing is arranged on a vertical wall display in agrid pattern, an alphanumeric indicator of the grid square may beprovided. Alternatively, a particular header may be indicated underwhich the shorts appear. In a further embodiment, if the store currentlydoes not have any of the shorts (166) available, the system may indicatethat the item is out of stock and may offer a user an alternative itemwhich can work as a substitute which the store does have. Alternatively,the system may provide the user with information for ordering the itemonline or obtaining it from an alternative store location.

As should be apparent from FIGS. 2-7, the dressing system (100) providesfor a simple and easy way for a user to browse outfits that does notrequire them to look through disconnected racks of clothing. Instead,the user is provided with model presentations of the clothing which showthe clothing as outfits (55) and as it would appear on a plush toy (53).Further, when the user sees a final outfit that they like, the user caneasily get more information and understand all of the coordinatingpieces that make it up. Further, the user can obtain additionalinformation about each of the coordinating pieces so that the user canfind the pieces. This can provide for a much more pleasant shoppingexperience than going through racks of disconnected clothing.

In the model mode of operation, the user generally is searching withouthaving already settled on any item, or is not necessarily looking for anoutfit (55) that coordinates with the plush toy (53) they have, butinstead is browsing available items to see what they like. As such, itprovides for a shopping experience that connects the clothing items bothto each other and to a particular plush toy (53) in a way that can makethe clothing options more appealing.

In the second mode of operation, the user has located a particularclothing item (801) (or any item including, but not limited to, a toyaccessory, a toy companion, or a smaller plush animal) and is lookingfor coordinating items or other items that may be appropriatelypurchased together for any reason. This mode of operation is called“clothing matching mode” and can occur because the user has alreadyselected a particular item of clothing that they like and want, butneeds to determine what other articles go with it. Alternatively, themode could be used because the user is trying to complete an outfit ofwhich they already have a portion.

In FIG. 8, the user utilizes the scanner (307) to scan a particularclothing item (801). In this case, it is a stars and stripes headbandand an image (803) of the item (801) is shown in conjunction with thescanning. This is generally preferred so the user knows that they gotthe right item scanned as tags connected to items may become separatedor mismatched. In an alternative embodiment, alternative methods forlocating a chosen item (801) may be provided instead of just scanning.For example, a user may be provided with a catalog of items on thescreen they can scroll through. These may be organized by type (e.g.,all headbands are together) so that, if they have an item which cannotbe scanned (e.g., it no longer has a hang tag), the user may still beable to locate the item for the initial starting point relativelyquickly.

Upon an item (801) being scanned, the dressing system (100), in anembodiment, will locate the outfit that the particular item (801) is apart of and then obtain the model image of it. This is shown in FIG. 8with the headband being part of a stars and stripes outfit shown inimage (253). It should be noted that the image (253) provided in thisembodiment can be the same one as is provided as one of the models inthe scroll of FIG. 3, or an image of a model that has been discontinuedin the model mode. However, in this case, the user need not scrollthrough other outfits to find this outfit and additional information(such as the header (243) showing that the item is part of this outfit)can be provided. Further, the image (253) need not be the only imageprovided. If this item goes with multiple outfits (55), or if itscorresponding outfit (55) is shown on multiple plush toys (53), allthese images (253) may be provided with a scroll function as indicatedin the model mode. Thus, this clothing matching mode can be seen asproviding a subset of the images (153) of the model mode where thesubset is selected based on the item (801) that was scanned.Alternatively, the clothing matching mode can provide images that areretired from active model mode status, or have unique images (253)similar to those of model mode, but specific to this mode.

In an alternative embodiment, the outfit may not be presented (55) witha model or coordinated outfit, but may be chosen based on crowd-sourcedinformation related to sales of the particular item (801). For example,if the user was to pick out the headband item (801) which is a part of astars and stripes outfit, instead of presenting that particularcoordinated outfit, the system may determine that, recently, theparticular headband (801) scanned has been increasingly sold with theLondon city shirt shown in FIG. 2 because customers have been making an“American Olympian” of their own design. In an embodiment, thiscrowd-sourced connection of outfit can be provided. Similarly tocrowd-sourced information, matching items can be selected based uponmarketing objectives, or based on inventory available, to make sure thata user obtains the piece of clothing they may decide to seek out.

Once the outfit has been provided in image (253), the user can againselect the outfit (55) as shown in FIG. 9 to obtain additionalinformation about the components. This will pull up the component viewof FIG. 10. In an alternative embodiment, the image of FIG. 10 could beprovided initially, for example, if there was no model image. Like inthe image of FIG. 5, the component view again shows the variouscomponents of the outfit (55). In this embodiment, however, there are acouple of differences in presentation. In the first instance, thisembodiment does not provide for pricing and description information, butthat is by no means required.

One difference is that, since the screen of FIG. 10 is trying to providefor matching, the scanned object (although part of the outfit) may notbe shown. Specifically FIG. 10 shows only the items of the outfit (shoes(866) and a dress (868)) other than the headband (801) scanned. Thisassumes that the user likely already has the scanned object in theirhand and does not need to locate it. Instead, they are looking for whatit goes with the item (801) and are not considering the outfit (55) intotal. By not showing the headband (801) as a component (although it isstill shown as the item (801) scanned), the screen is simplified to onlyprovide for the coordinating, or otherwise selected, outfit componentsas shown in FIG. 10.

While the embodiment of FIG. 10 provides for only a single coordinatingoutfit, it should be understood that any item (801) may actually have anumber of corresponding outfits. Should this be the case, not showingthe selected item in the component item display can provide for a betterunderstanding of what may coordinate. In this scenario, the componentsof outfits may be more “mix-and-match” where there is not a singlecoordinating outfit, but a number of coordinating outfits formed fromsimilar components.

As in FIG. 6, one of the outfit components may again be selected toprovide further information as shown in FIG. 11 with the dress of FIG.10 having been selected. FIG. 11 also provides for additional screendisplays related to the future recall of information. In this case, theuser has selected the “email this screen” portion of the display in FIG.11, which has opened a screen for the entry of email information (901)via a virtual keyboard (903). An option to print the screen (905) isalso provided. An example of such a printed screen is provided in inFIG. 13. The printout of FIG. 13 is designed to look like a personalized“wish list” and includes pricing information (1301), a picture of thebear this outfit is for (and its name) (1303), an indication of thebear's owner (1305), and the location (1307) that the wish list wasprinted or where the items would be available.

This future recall can be useful in a variety of circumstances. Forexample, the printout could be printed out and carried around by theuser in the store (or shown to an employee) to use as a picturereference to locate the clothing item. Alternatively, the user couldbring in a piece of clothing that they have and determine the rest of acoordinating outfit, printing out all the remaining components to use asa potential gift list for a relative. The specific clothing items couldalso be sent via email to a different person who may be interested inpurchasing the clothing items as a gift.

In this way, the information on the specific clothing item can be sentto the appropriate person and that person can order it directly from anonline ordering system, or can print the email and bring it to the storeto make sure they get the correct item. In order to facilitate the itembeing correctly purchased, the email could include a machine readableindicia which is suitable for use with the scanner (307) so that, if aprintout was brought in, the printout could be scanned into the dressingsystem (100) and the specific item be shown on the screen along withassociated purchase and/or location information as discussed previously.

FIG. 12 provides for an alternative mode also based on a scan. However,in this mode, the scan is of a plush toy (53) instead of scanning anarticle of clothing and is thus referred to as a “toy scan mode.” Basedon this scan, the system presents at least one outfit that is designedto coordinate with this toy (53). In the depicted image, there are fouroutfits pictured which are seen to coordinate with this toy (53). Asdiscussed above, the outfits may be selected from a variety of criteriaincluding, but not limited to, crowd-sourced information, purposefulmarketing, or product availability.

In order to show another embodiment of display, each of the outfits inthis FIG. 12 does not include all the accessories for each outfit (55)in this image, but only a basic indication of the main components of theoutfit (55). As has been indicated, the specific information displayedon each screen is interchangeable between modes. Further, the outfits(55) may not be shown on a plush toy (53) but instead shown alone. Theoutfits (55) of the mode of FIG. 12 may be selected for a variety ofreasons including those discussed above in conjunction with a scannedclothing item.

Further, depending on the design of the toy (53), the toy (53) may onlyhave certain outfits that are suitable for use with it. For example, adog toy may not fit into clothes designed for a bear toy. Thus, theinitial selection may generally be for outfits (55) suitable for thespecific type of toy (53). A second level of decision may be made basedon outfits (55) that coordinate with the toy (53) or where there arepictures available of that particular toy (53) in a particular outfit.In this way, the standard image of the toy (53) in an outfit (55) can bepresented if the user selects any of the outfits (55).

In a still further embodiment, other matching criteria can be used. Forexample, as can be seen in FIG. 12, the bear selected has a floralpattern. As such, it is more likely that this plush toy (53) has beenselected by a female child and therefore the matches depicted aregenerally representative of female clothing. The assumption that theplush toy (53) has been selected as having a female gender (which ismore likely by a female child but also possible if a male child hadselected this toy) is not necessarily correct, but as an initial guidefor selecting which outfits are pictured, it may be useful in certainembodiments. Further, gender of the owner of the toy (53) can beobtained from other sources including over the network of which thedressing system (100) is part to verify the assumption.

It should be recognized that such assumed criteria may only be partiallyassumed in an embodiment. For example, in FIG. 12 instead of 4 generallyfemale outfits, 3 generally female outfits and a gender neutral outfitor male outfit for the toy may be provided. If this male outfit wasselected, further alternatives comporting with a male gender may beprovided. Also, as in other modes, the ability to browse throughmultiple screens of information is also provided.

When a user selects one of the outfits (55) of FIG. 12, the dressingsystem (100) may provide a screen similar to that of FIG. 2 which mayshow the specific scanned toy (53) in the outfit (55), or a model toy(53) in the outfit (55), and proceed in accordance with the selectionprocess of the model mode. Alternatively, selection of an outfit (55)may provide an indication of matching accessories in accordance with theclothing matching mode of operation. In a still further embodiment, theselection may result in the system bypassing a presentation of the plushtoy (53) in the outfit (55), and go straight to a component displayscreen as is shown in FIGS. 5 and 11.

In this embodiment, the plush toy avatar (161) provided in the corner ofthe various screens may be selected to correspond with the scanned toy(53) as opposed to the model toy (53). In this way, the connectionbetween the outfit (55) and the scanned toy (53) may be maintained, evenif no imagery exists of this toy (53) in this outfit (55).

While the invention has been disclosed in conjunction with a descriptionof certain embodiments, including those that are currently believed tobe the preferred embodiments, the detailed description is intended to beillustrative and should not be understood to limit the scope of thepresent disclosure. As would be understood by one of ordinary skill inthe art, embodiments other than those described in detail herein areencompassed by the present invention. Modifications and variations ofthe described embodiments may be made without departing from the spiritand scope of the invention.

1. An interactive dressing system comprising: a screen; a scanner; and aplush toy; wherein said scanner identifies said plush toy; and wherein,based on said identification, said screen displays a correspondingoutfit for said plush toy.
 2. The interactive dressing system of claim1, wherein said scanner comprises a bar code reader.
 3. The interactivedressing system of claim 2, wherein said scanner identifies said plushtoy by scanning a bar code on a tag attached to said plush toy.
 4. Theinteractive dressing system of claim 1, wherein said screen comprises atouchscreen.
 5. The interactive dressing system of claim 4, wherein saidscreen comprises one of a plurality of displays which may be selectedvia a touchscreen.
 6. The interactive dressing system of claim 1,wherein said screen displays said plush toy in said outfit.
 7. Theinteractive dressing system of claim 1, further comprising a housing forsaid screen.
 8. The interactive dressing system of claim 7, wherein saidhousing is shaped as an armoire.
 9. The interactive dressing station ofclaim 1, wherein said screen is part of a mobile phone.
 10. Theinteractive dressing station of claim 1, wherein said scanner comprisesa camera.
 11. An interactive dressing system comprising: a screen; ascanner; and an initial item of clothing for a plush toy; wherein, saidscanner identifies said item of clothing; and wherein, based on saididentification, said screen displays at least one additional item ofclothing.
 12. The interactive dressing station of claim 11, wherein saidat least one additional item of clothing is part of an outfit of whichsaid initial item of clothing is also a part.
 13. The interactivedressing station of claim 11, wherein said at least one additional itemof clothing is selected to be displayed because said at least oneadditional item of clothing has been recently sold with said initialitem of clothing.
 14. The interactive dressing station of claim 11,wherein said at least one additional item of clothing and said initialitem of clothing are displayed on a plush toy.
 15. The interactivedressing station of claim 11 further comprising: a plush toy; whereinsaid plush toy is also identified by said scanner; and wherein said atleast one additional item of clothing and said initial item of clothingare displayed on said plush toy.
 16. The interactive dressing system ofclaim 11, wherein said scanner comprises a bar code reader.
 17. Theinteractive dressing system of claim 16, wherein said scanner identifiessaid initial item of clothing by scanning a bar code on a tag attachedto said initial item of clothing.
 18. The interactive dressing system ofclaim 11, wherein said screen comprises a touchscreen.
 19. Theinteractive dressing station of claim 18, wherein said additional itemof clothing can be purchased from said screen.
 20. The interactivedressing station of claim 18, wherein said additional item of clothingcan be identified in an electronic communication sent from said screen.